I've been using the XReal One Pros for coding work for a few months now, and have had a great experience.
For me, the ergonomic benefits are the selling point, not the display quality. Not having to sit hunched over a laptop screen for several hours means I can work almost anywhere. Sometimes I'll use it in a cafe. Other times I just lie down in bed. I also make use of speech to text, so I just need to be able to press a hotkey and reach the track pad.
On the topic of display quality, it's important to use Better display to upscale the output to the XReals to high DPI - that gives noticeably better quality when it's downscaled to the (lower) native resolution of the XReals.
My problem was not the resolution, I could live with that. The problem is with optics: some areas of the screen are blurry. Depending on the particular unit you get (I had mine replaced once), the blurry areas are in different places. You might get a spot in the middle, or slightly to the side. If you fix your virtual display in place and move your head around, the blurriness will move across your virtual screen.
As I said, I had my glasses replaced because I thought I got a faulty unit, but the next one just had the blurry spots in different places. Then on a trip to Japan I visited several stores that had them on display and checked the display units — they all have the same problem.
I am not sure why, but not everyone is bothered by this. Perhaps some people don't care, or have had poor eyesight all along so they never saw the screen clearly. But for me there is a huge difference between seeing everything that's in front of me clearly and seeing blurry patches on my screen.
It's probably not got the entertainment factor of Guitar Hero, but I'm working on an Android app that connects via Bluetooth/USB MIDI and teaches you sight reading. It starts with individual notes, then progresses to intervals, triads and more complex chords. All of these are exercise based, so you can pick and choose areas to focus on.
The notes are all rendered according to conventional music notation standards as per Elaine Gould's book "Behind Bars". Writing this code was not straightforward, but worth the effort as it's very flexible.
Progress is tracked intelligently, i.e. accuracy and response times are recorded per note, and exercises can be directed towards improving weak spots. This was all borne out of a frustration I had with how long it takes, and how much material is needed to make progress with sight reading skills.
I'm hoping to release it soon (next few months - it's mostly finished), but slightly concerned it's too niche. I guess it will mostly appeal to serious but beginner/intermediate pianists who want to put in the hard yards to develop sight reading abilities to an advanced level.
I don't think it's that niche, Sight Reading Factory (the site, iOS app, etc.) has been around for years and is pretty popular as a means of learning sight reading for various instruments.
Very interested in your app. I have had great success learning languages with flashcards / SRS, and I want a "smart" way to learn sight reading when I start learning piano.
There's a library Valve made for spatial audio for games (inc. VR). I've played around with it a bit, it's incredible. I'm surprised more games haven't adopted it.
Keep in mind that the present value depends somewhat on the discounted future earnings, which by definition extends to the end of time. That being said, the associated time discounting heavily reduces the impact of earnings envisaged say 100 years from now (a 5% discount rate would mean ~13k USD in 100 years is worth about 100 USD now, and that's probably generous given historic market returns).
So, the US doing extremely well 100 years from now vs. the US doing very badly 100 years from now could have a non-trivial impact on the perceived value of US assets. I suspect that the large uncertainty about what the world will look like in 100 years means there is just some sort of seldom changing value baked into assets to account for this, but it nonetheless exists, and could change if there was some huge geopolitical shift.
And before you mention anyone on earth would be dead in 150 years, yes that's true, however you can always sell it to someone later on who will be alive in 150 years (or sell it to someone who can later sell it to someone etc. etc.).
Is that actually how it works? Money has to go somewhere regardless of future. Whatever looks the least bad at present is in demand, regardless of what the returns are. Inflation was above tbill rates yet people bought because they don’t have better options.
It’s like food. Food in 100 years does not help the need for food now.
If there was a futures market in foodstuffs that basically keep forever and is cheap to store (honey?) you would see that the expected price of that food in 100 years would have some effect on the current price.
In theory maybe, but I'm not sure this is right. The further out you go the more worthless expectations on returns become. Who actually has high confidence in a price model projecting 100 years out? What organization has the conviction to execute on this 100 year plan instead of signals with real correlation for returns over 1, 5, 10, 20 years?
To provide some contemporary evidence to support your hypothesis that there were "luxury rocks" and that humans would be interested in such things, here is a gallery of various skins for a handheld rock in the videogame Rust. One of them costs $68
Just FYI, there is a fairly widespread issue with Nvidia drivers causing a slowdown (no matter how fast your PC). The game was basically unplayable for me until I found the solution.
The fix is to run 'd3d_windowscursor' in the game console.
You should look at Unity's high definition render pipeline. It uses physically based lighting so you can just e.g. look up the brightness of a particular light, enter it in, then it will render as you would expect.
And yes, you're right about it being enabling. Anecdotally, I've heard that people coming from e.g. photography background find HDRP insanely easy to get good results and pick up quickly.
This is wrong. Unity has frustum culling enabled by default. You are correct that it only operates at whole model level though.
Occlusion culling in Unity is fairly straightforward. Simply requires a bake. It also supports 'occlusion areas' where you can give it a hint to do a higher resolution occlusion bake e.g. if you think the player will likely be in that area.
Edit: originally misread parent as stating Unity didn't frustum cull by default. Parent comment is correct.
I’m not wrong just being more specific. All three engines frustum cull by default and all three do it at the level of the complete model. I said Unity and Unreal don’t frustum cull at the level of the individual triangle which was the factor the person I was replying to insinuated Godot lacked.
I'm not really convinced nor reassured by their supposed tests to prove the physics will work. The test involving the iPhone? That's like saying "well, a marshmallow can withstand 1g of forces without being crushed therefore I can build a 3 story apartment building out of them".
For me, the ergonomic benefits are the selling point, not the display quality. Not having to sit hunched over a laptop screen for several hours means I can work almost anywhere. Sometimes I'll use it in a cafe. Other times I just lie down in bed. I also make use of speech to text, so I just need to be able to press a hotkey and reach the track pad.
On the topic of display quality, it's important to use Better display to upscale the output to the XReals to high DPI - that gives noticeably better quality when it's downscaled to the (lower) native resolution of the XReals.